/* s_disast.c
 *
 * Micropolis, Unix Version.  This game was released for the Unix platform
 * in or about 1990 and has been modified for inclusion in the One Laptop
 * Per Child program.  Copyright (C) 1989 - 2007 Electronic Arts Inc.  If
 * you need assistance with this program, you may contact:
 *   http://wiki.laptop.org/go/Micropolis  or email  micropolis@laptop.org.
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or (at
 * your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.  You should have received a
 * copy of the GNU General Public License along with this program.  If
 * not, see <http://www.gnu.org/licenses/>.
 * 
 *             ADDITIONAL TERMS per GNU GPL Section 7
 * 
 * No trademark or publicity rights are granted.  This license does NOT
 * give you any right, title or interest in the trademark SimCity or any
 * other Electronic Arts trademark.  You may not distribute any
 * modification of this program using the trademark SimCity or claim any
 * affliation or association with Electronic Arts Inc. or its employees.
 * 
 * Any propagation or conveyance of this program must include this
 * copyright notice and these terms.
 * 
 * If you convey this program (or any modifications of it) and assume
 * contractual liability for the program to recipients of it, you agree
 * to indemnify Electronic Arts for any liability that those contractual
 * assumptions impose on Electronic Arts.
 * 
 * You may not misrepresent the origins of this program; modified
 * versions of the program must be marked as such and not identified as
 * the original program.
 * 
 * This disclaimer supplements the one included in the General Public
 * License.  TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
 * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
 * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK.  THE ENTIRE RISK OF
 * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU.  ELECTRONIC ARTS
 * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
 * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
 * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
 * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
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 * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
 * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
 * CORRECTED.  NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
 * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY.  SOME
 * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
 * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
 * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
 * NOT APPLY TO YOU.
 */
#include "sim.h"

/* Disasters */

short ShakeNow;
short FloodCnt;
short FloodX, FloodY;

void SetFire(void);
int Vunerable(int tem);
void ScenarioDisaster(void);

/* comefrom: Simulate */
void DoDisasters(void)
{
    /*
     * Chance of disasters at lev 0 1 2 
     */
    register short x;

    if(FloodCnt)
        FloodCnt--;
    if(DisasterEvent)
        ScenarioDisaster();

    x = 1;

    if(!Rand(5 * 48))
    {
        x = Rand(2);
        switch (x)
        {
            case 0:
                SetFire();
                break;
            case 1:
                MakeMeltdown();
                break;
        }
    }
}

/* comefrom: DoDisasters */
void ScenarioDisaster(void)
{
    switch (DisasterEvent)
    {
        case 1:                /* Dullsville */
            break;
        case 2:                /* San Francisco */
            if(DisasterWait == 1)
                MakeEarthquake();
            break;
        case 3:                /* Hamburg */
            DropFireBombs();
            break;
        case 4:                /* Bern */
            break;
        case 5:                /* Tokyo */
            if(DisasterWait == 1)
                MakeMonster();
            break;
        case 6:                /* Detroit */
            break;
        case 7:                /* Boston */
            if(DisasterWait == 1)
                MakeMeltdown();
            break;
        case 8:                /* Rio */
            if((DisasterWait % 24) == 0)
                MakeFlood();
            break;
    }
    if(DisasterWait)
        DisasterWait--;
    else
        DisasterEvent = 0;
}

/* comefrom: ScenarioDisaster */
void MakeMeltdown(void)
{
    short x, y;

    for(x = 0; x < (WORLD_X - 1); x++)
    {
        for(y = 0; y < (WORLD_Y - 1); y++)
        {
            /*
             * TILE_IS_NUCLEAR(Map[x][y]) 
             */
            if((Map[x][y] & LOMASK) == NUCLEAR)
            {
                DoMeltdown(x, y);
                return;
            }
        }
    }
}

void FireBomb(void)
{
    CrashX = Rand(WORLD_X - 1);
    CrashY = Rand(WORLD_Y - 1);
    MakeExplosion(CrashX, CrashY);
    ClearMes();
    SendMesAt(-30, CrashX, CrashY);
}

/* comefrom: DoDisasters ScenarioDisaster */
void MakeEarthquake(void)
{
    register short x, y, z;
    short time;

    DoEarthQuake();

    SendMesAt(-23, CCx, CCy);
    time = Rand(700) + 300;
    for(z = 0; z < time; z++)
    {
        x = Rand(WORLD_X - 1);
        y = Rand(WORLD_Y - 1);
        if((x < 0) || (x > (WORLD_X - 1)) || (y < 0) || (y > (WORLD_Y - 1)))
            continue;
        /*
         * TILE_IS_VULNERABLE(Map[x][y]) 
         */
        if(Vunerable(Map[x][y]))
        {
            if(z & 0x3)
                Map[x][y] = (RUBBLE + BULLBIT) + (Rand16() & 3);
            else
                Map[x][y] = (FIRE + ANIMBIT) + (Rand16() & 7);
        }
    }
}

/* comefrom: DoDisasters */
void SetFire(void)
{
    register short x, y, z;

    x = Rand(WORLD_X - 1);
    y = Rand(WORLD_Y - 1);
    z = Map[x][y];
    /*
     * TILE_IS_ARSONABLE(z) 
     */
    if(!(z & ZONEBIT))
    {
        z = z & LOMASK;
        if((z > LHTHR) && (z < LASTZONE))
        {
            Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
            CrashX = x;
            CrashY = y;
            SendMesAt(-20, x, y);
        }
    }
}

/* comefrom: DoDisasters */
void MakeFire(void)
{
    short t, x, y, z;

    for(t = 0; t < 40; t++)
    {
        x = Rand(WORLD_X - 1);
        y = Rand(WORLD_Y - 1);
        z = Map[x][y];
        /*
         * !(z & BURNBIT) && TILE_IS_ARSONABLE(z) 
         */
        if((!(z & ZONEBIT)) && (z & BURNBIT))
        {
            z = z & LOMASK;
            if((z > 21) && (z < LASTZONE))
            {
                Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
                SendMesAt(20, x, y);
                return;
            }
        }
    }
}

/* comefrom: MakeEarthquake */
int Vunerable(int tem)
{
    register int tem2;

    tem2 = tem & LOMASK;
    if((tem2 < RESBASE) || (tem2 > LASTZONE) || (tem & ZONEBIT))
        return (FALSE);
    return (TRUE);
}

/* comefrom: DoDisasters ScenarioDisaster */
void MakeFlood(void)
{
    static short Dx[4] = { 0, 1, 0, -1 };
    static short Dy[4] = { -1, 0, 1, 0 };
    register short xx, yy, c;
    short z, t, x, y;

    for(z = 0; z < 300; z++)
    {
        x = Rand(WORLD_X - 1);
        y = Rand(WORLD_Y - 1);
        c = Map[x][y] & LOMASK; /* XXX: & LOMASK */
        /*
         * TILE_IS_RIVER_EDGE(c) 
         */
        if((c > 4) && (c < 21)) /* if riveredge  */
            for(t = 0; t < 4; t++)
            {
                xx = x + Dx[t];
                yy = y + Dy[t];
                if(TestBounds(xx, yy))
                {
                    c = Map[xx][yy];
                    /*
                     * TILE_IS_FLOODABLE(c) 
                     */
                    if((c == 0) || ((c & BULLBIT) && (c & BURNBIT)))
                    {
                        Map[xx][yy] = FLOOD;
                        FloodCnt = 30;
                        SendMesAt(-42, xx, yy);
                        FloodX = xx;
                        FloodY = yy;
                        return;
                    }
                }
            }
    }
}

/* comefrom: MapScan */
void DoFlood(void)
{
    static short Dx[4] = { 0, 1, 0, -1 };
    static short Dy[4] = { -1, 0, 1, 0 };
    register short z, c, xx, yy, t;

    if(FloodCnt)
        for(z = 0; z < 4; z++)
        {
            if(!(Rand16() & 7))
            {
                xx = SMapX + Dx[z];
                yy = SMapY + Dy[z];
                if(TestBounds(xx, yy))
                {
                    c = Map[xx][yy];
                    t = c & LOMASK;
                    /*
                     * TILE_IS_FLOODABLE2(c) 
                     */
                    if((c & BURNBIT) || (c == 0) || ((t >= WOODS5 /* XXX */ ) && (t < FLOOD)))
                    {
                        if(c & ZONEBIT)
                            FireZone(xx, yy, c);
                        Map[xx][yy] = FLOOD + Rand(2);
                    }
                }
            }
        }
    else if(!(Rand16() & 15))
        Map[SMapX][SMapY] = 0;
}
